Announcement: Why not try our official idea generator for inspiration when making puzzles?


Caravel Forum : DROD Boards : Architecture : war17 (entry)
New Topic New Poll Post Reply
Poster Message
khaim100
Level: Master Delver
Rank Points: 123
Registered: 07-01-2005
IP: Logged
icon war17 (+2)  
beta
12-18-2010 at 10:06 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
khaim100
Level: Master Delver
Rank Points: 123
Registered: 07-01-2005
IP: Logged
icon Re: war17 (0)  
an somewhat needed debug
12-19-2010 at 09:00 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
Zorglub
Level: Delver
Rank Points: 74
Registered: 10-08-2007
IP: Logged
icon Re: war17 (+2)  
Hello,

Here are some comments:

1E: wellcome ==> welcome
3E: BT. If I exit without ending the room, I won't be able to come back. A green door would do it.
1S13E: If I conquer the room then exit West, upon reentering the cut scene will go on forever.
1S14E: If I conquer the room then exit West, upon reentering the cut scene will go on forever.


12-20-2010 at 01:34 PM
View Profile Send Private Message to User Show all user's posts Quote Reply
khaim100
Level: Master Delver
Rank Points: 123
Registered: 07-01-2005
IP: Logged

File: war17.hold (59.6 KB)
Downloaded 48 times.
License: Public Domain
icon Re: war17 (0)  
yea right.
3e fixed, as suggested, others remedied beforehand.

12-20-2010 at 08:32 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
Zorglub
Level: Delver
Rank Points: 74
Registered: 10-08-2007
IP: Logged
icon Re: war17 (+1)  
I did not see any change to 1S13E and 1S14E.

12-21-2010 at 08:41 AM
View Profile Send Private Message to User Show all user's posts Quote Reply
khaim100
Level: Master Delver
Rank Points: 123
Registered: 07-01-2005
IP: Logged

File: war17.hold (69.6 KB)
Downloaded 50 times.
License: Public Domain
icon Re: war17 (+2)  
fixed now probably
12-23-2010 at 10:08 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
khaim100
Level: Master Delver
Rank Points: 123
Registered: 07-01-2005
IP: Logged

File: war17.hold (62.3 KB)
Downloaded 48 times.
License: Public Domain
icon Re: war17 (+1)  
profanity free, few rooms added.
its me you see in the picture



01-10-2011 at 07:08 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
CuriousShyRabbit
Level: Smitemaster
Rank Points: 3171
Registered: 10-14-2006
IP: Logged
icon Re: war17 (0)  
The new version has a different hold ID, so I had to replay everything.
khaim100 wrote:
profanity free
Yes, the speech is okay now. I was very happy to see the duck. I hadn't seen him in a while and was getting worried.
few rooms added.
These work fine. You tricked me in 1N5E! In 6E, are the scrolls still where you want them to be, now that we're entering from the north?
its me you see in the picture
Oh! That's a really nice idea, to have khaim himself hacking and slashing through his son's pictures. :)

The old version of this hold is still in HA. Would it be okay with you if I just rejected it, so that you can resubmit this version without changing the hold ID again?
01-11-2011 at 02:35 AM
View Profile Send Private Message to User Show all user's posts Quote Reply
Zorglub
Level: Delver
Rank Points: 74
Registered: 10-08-2007
IP: Logged
icon Re: war17 (+1)  
Still the same issues in 1S13E and 1S14E.

This latest version of the hold had the same ID as the 2 previous ones, and I did not had to replay it all. Please stay with the current one.


01-11-2011 at 10:17 AM
View Profile Send Private Message to User Show all user's posts Quote Reply
khaim100
Level: Master Delver
Rank Points: 123
Registered: 07-01-2005
IP: Logged

File: war17.hold (62.3 KB)
Downloaded 45 times.
License: Public Domain
icon Re: war17 (+1)  
i misunderstood you about the cutscenes - its fixed now with an arrow at the entrance.

i dont know about the IDs you guys mention, do whatever is needed


01-11-2011 at 08:56 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
CuriousShyRabbit
Level: Smitemaster
Rank Points: 3171
Registered: 10-14-2006
IP: Logged
icon Re: war17 (0)  
Thanks for catching that, Zorglub. There seem to be two entirely different versions of this hold kicking around, which have different IDs and some different puzzles too. The version khaim initially uploaded to HA did have arrows in an attempt to fix the cutscene problem noted.

However, on further investigation, I see that the arrows don't actually fix the cutscene problem in 1S14E. This is because, after using the arrow rotator token, you can exit 1S14E to the west (by moving SW off the arrow). On return, there's that infinite cutscene again.

Changing the script would be a better fix for the problem.
Cut scene 100
Wait for door to Open at (insert coordinates of green door here)
Cut scene 0
"Cut scene 0" is the command to end cutscenes. So, in this case, the cutscene will only run when the green door is closed.

Regarding Hold IDs, this hold does have the same ID as the previous version, as Zorglub requested. You also managed to upload this version to HA. Good job! Please make an effort not to change Hold ID when people are trying to help you by testing your hold. Every time you change the Hold ID, your testers have to replay everything from scratch instead of restoring to changed rooms and reviewing old demos for rooms that haven't changed. Every time you say "yes" to the question "Do you want to make a copy of this hold that you can edit?" you are changing the Hold ID. I remember explaining more about Hold IDs back in your war0 topic here.
01-12-2011 at 01:13 AM
View Profile Send Private Message to User Show all user's posts Quote Reply
khaim100
Level: Master Delver
Rank Points: 123
Registered: 07-01-2005
IP: Logged

File: war17.hold (66.5 KB)
Downloaded 42 times.
License: Public Domain
icon Re: war17 (+1)  
fixed the cutscene with another arrow. i 'may' have added a room or two
01-14-2011 at 08:25 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
CuriousShyRabbit
Level: Smitemaster
Rank Points: 3171
Registered: 10-14-2006
IP: Logged
icon Re: war17 (0)  
The second arrow did fix the cutscene problem.

The new rooms you added made the hold impossible to complete.

2S7E - I cannot solve this room and exit south. I need a way to get Halph to open the yellow door (where the seep is) while Beethro is by the south exit, past the green sister gate, which closes when the seep is dead. I can't do this, because there is no way for Beetho to close that door from the southern side. (I'm also not sure about the timing. Will Beethro be able to bump the door and run far enough south while Halph is moving to the orb?)

Alternatively, 2S7E would be much easier if there were another (mobile) monster besides the seep.

This room also has a major backtracking problem. Because of the green sister gate, you need to prevent the player from exiting north.

Looking in the editor...

4S8E also has two backtracking problems. We need the guard alive in order to traverse this room from west to north. So you need to prevent the player from exiting west after conquering the room. You also need to prevent the player from exiting north without killing the guard. If I do this, I won't be able to complete the hold, due to the blue door at the very end.
01-15-2011 at 12:04 AM
View Profile Send Private Message to User Show all user's posts Quote Reply
khaim100
Level: Master Delver
Rank Points: 123
Registered: 07-01-2005
IP: Logged

File: war17.hold (66.5 KB)
Downloaded 44 times.
License: Public Domain
icon Re: war17 (+1)  
the seep room is not required the seep is to be left.
i resolved the backtracking you mention by arrows.

javascript:void(0);
01-15-2011 at 02:59 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
CuriousShyRabbit
Level: Smitemaster
Rank Points: 3171
Registered: 10-14-2006
IP: Logged
icon Re: war17 (0)  
I suppose we're getting closer here...

The seep room 2S7E would be fine if it were unrequired. To make it so, you need to uncheck both the "required room" and "secret room" boxes in the editor. Right now, you have it marked "secret" which means it is not required to conquer the hold, but it is required for hold mastery.

4S8E still has the second backtracking problem. I can exit north without killing the guard.
01-16-2011 at 12:11 AM
View Profile Send Private Message to User Show all user's posts Quote Reply
khaim100
Level: Master Delver
Rank Points: 123
Registered: 07-01-2005
IP: Logged

File: war17.hold (69.6 KB)
Downloaded 43 times.
License: Public Domain
icon Re: war17 (+1)  
both rooms now non required non secret.
as it is customery, 'a room or two' have been added
01-18-2011 at 08:13 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
CuriousShyRabbit
Level: Smitemaster
Rank Points: 3171
Registered: 10-14-2006
IP: Logged
icon Re: war17 (0)  
Okay, that looks fine to me. :)
01-18-2011 at 10:34 PM
View Profile Send Private Message to User Show all user's posts Quote Reply
New Topic New Poll Post Reply
Caravel Forum : DROD Boards : Architecture : war17 (entry)
Surf To:


Forum Rules:
Can I post a new topic? No
Can I reply? No
Can I read? Yes
HTML Enabled? No
UBBC Enabled? Yes
Words Filter Enable? No

Contact Us | CaravelGames.com

Powered by: tForum tForumHacks Edition b0.98.9
Originally created by Toan Huynh (Copyright © 2000)
Enhanced by the tForumHacks team and the Caravel team.